Add SDK 2.x back for mCloth and mParticles. Users can only simulate mCloth and mParticles in 2.x mode. And APEX will not be supported when 2.x mode. It means users cannot edit and simulate Clothing and Destruction assets when using 2.x.

Fixes

Fix: crash which happens when quiting 3ds Max with a biped Ragdoll scene.

Fix: bug that Clothing simulates wrong at first frame when system scale is not 1.

Fix: bug with APEX Debug Visualizer parameters.

Fix: bug that when LOD1 is default LOD, it may not allow to add another new LOD.

Fix: bug that Physical Mesh rollout could be too small when it is Custom type.

Fix: few bugs with Physical Mesh rollout of Clothing Modifier.

Fix: crash when loading .Rag files.

Fix: SDK warning message when it fails to output on unicode build because missing one virtual function.

Fix: Clothing Velocity control via Script.

Improve the simulation of dynamic ragdolls.

Make a switch to SDK 3 if creating APEX objects.

Support SkinMapActual for APEX Clothing visulaizer.

Improve sub-material handling based on Bug #9515: Getting multiple materials when coming back from PhysXLab to 3ds Max.

The NxUserRenderResourceManager’s surface buffer create and release virtual methods must be implemented by the user. They are only used by particular turbulence features, so if turbulence isn’t being used the implementation can be empty.

Starting with NVIDIA R302 drivers, application developers can direct the Optimus driver at runtime to use the High Performance Graphics to render any application – even those applications for which there is no existing application profile. The APEX samples now makes use of this “NvOptimusEnablement” feature to enable High Performance Graphics by default.

Debug info added to all PS4 builds except release builds.

Android sample builds now generate an APK. This requires some extra defines for Java and Ant. See the Android examples section of the sample documentation for details.

PhysX SDK 3.3.1 release is mostly focused on various bug-fixes and optimizations.

PhysX SDK 3.3.1: Release Notes

GENERAL

Added:

The friction model can now be changed after scene instantiation with PxScene::setFrictionType. The friction model can also be queried with PxScene::getFrictionType.

Changed:

PxDefaultSimulationFilterShader now supports particles and cloth as well.

PxSimulationFilterCallback: the provided actor and shape pointers are now defined as const. Note: this is no behavior change, it was never allowed to write to those objects from within the callback.

The PxTriangleMeshFlag::eHAS_16BIT_TRIANGLE_INDICES and PxTriangleMeshFlag::eHAS_ADJACENCY_INFO enums have been deprecated. Please use PxTriangleMeshFlag::e16_BIT_INDICES and PxTriangleMeshFlag::eADJACENCY_INFO instead.

Removed following functions from the API for platforms which do not support CUDA: PxGetSuggestedCudaDeviceOrdinal, PxCreateCudaContextManager, PxLoadPhysxGPUModule.

PxShape::getMaterialFromInternalFaceIndex will now return a NULL pointer and produce a warning for input faceIndex value of 0xFFFFffff. This change only applies to mesh and heightfield shapes.

Fixed:

Fixed concurrency issue on windows. Calling PxScene::simulate on multiple scenes concurrently may have caused a deadlock. This only happened if the scenes shared a single PxCpuDispatcher and the dispatcher was configured to use one worker thread only.

Fixed a bug which could cause triggers to not fire touch events after a kinematic actor moved into or out of overlap and had no target set anymore in the next simulation step.

Fixed crash when setting multiple materials on a shape followed by release/removal of the corresponding actor from the scene (all while the simulation is running).

Rigid Bodies

Fixed a bug that caused bodies to not respond to applied velocities or forces if the autowake parameter in those methods was set to false. This could happen for (almost) resting bodies which were close to other bodies (bounding box overlap) but did not touch them.

Vehicles

Bugs in the suspension force and tire load computation have been fixed that affected handling when the vehicle was upside down.

The tire load passed to the tire force computation is now clamped so that it never falls below zero.

PxVehicleTireLoadFilterData now requires that mMinNormalisedLoad is greater than or equal to zero.

PxVehicleTireLoadFilterData now has a new member variable mMinFilteredNormalisedLoad. This value describes the filtered normalised load that occurs when the normalised is less than or equal to mMinNormalisedLoad.

PxVehicleWheelsSimData now has a new function setMinLongSlipDenominator. This can be used to tune stability issues that can arise when the vehicle slows down in the absence of brake and drive torques.

A bug in the tank damping forces has now been fixed. Tanks now slow down more aggressively from engine and wheel damping forces.

A new section “The Vehicle Under-steers Then Over-steers” has been added to the vehicle troubleshooting guide to describe steps to avoid twitchy handling on bumpy surfaces.

A new section “The Vehicle Never Goes Beyond First Gear” has been added to the vehicle troubleshooting guide to describe a common scenario that occurs when the automatic gearbox is given a latency time that is shorter than the time taken to complete a gear change.

A new section “The Vehicle Slows Down Unnaturally” has been added to the vehicle troubleshooting guide to describe the steps that can be taken to help the vehicle slow down more smoothly.

The section “SI Units” in the vehicle guide has been updated to include the new functon PxVehicleWheelsSimData::setMinLongSlipDenominator.

However, in comparison to the major 1.x -> 2.x rewrite, round “3.0″ version number has not brought any significant changes to PhysX plug-ins – remaining 2.9.x digits were simply reserved for possible APEX 1.2.x branch updates.

And if you have missed latest additions to PhysX plug-ins, like introduction of the APEX Destruction authoring pipeline, you can check it here.

PhysX Plug-in 3.0 for 3ds Max: Release Notes

New Features

Using APEX 1.3.0, SDK 3.3.0 (SDK 2.8 is not supported any more).

Deprecated UI for SDK 2x.

Avoid generating multiple materials when they are with the same parameters.

Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.

One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.

Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.

PxWindowsDelayLoadHook.h has been moved from Include/foundation/windows to Include/common/windows.

PxScene::saveToDesc now reports the bounceThresholdVelocity value.

Fixed a bug in PxDefaultSimulationFilterShader: the value of the second filter constant in the collision filtering equation was ignored and instead the value of the first filter constant was used.

Fixed a crash bug in PCM collision.

Rigid Bodies

Forces applied to bodies (with PxRigidBody::addForce) that go to sleep in the subsequent update now have their applied forces cleared when the body is set to sleep to avoid them being applied in a later update when the body is once more awake. This bug broke the rule that forces applied with PxRigidBody::addForce do not persist beyond the next scene update.